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- Journal Article
- A1
- open access
Spaz! The effects of local latency on player actions in an desktop-based exergame
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Digital game-based learning effectiveness assessment : reflections on study design
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- Journal Article
- A1
- open access
An experimental study on the perceived quality of natively graded versus inverse tone mapped high dynamic range video content on television
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- Journal Article
- A2
- open access
Transfer and motivation after cognitive control training for remitted depression in healthy sample
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Mapping attention during gameplay : assessment of behavioral and ERP markers in an auditory oddball task
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Parents’ degree and style of restrictive mediation of young children’s digital gaming : associations with parental attitudes and perceived child adjustment
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Loaded with fun? An experimental study into enjoyment and cognitive load as determinants of brand retention in digital games
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Relative enjoyment scale for primary school children (RES-C) : development and testing of reliability, validity and sensitivity
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- Journal Article
- A1
- open access
Gamified cognitive control training for remitted depressed individuals : user requirements analysis
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An experimental study on the impact of cinema theater reflections on users’ perceived intra-frame dynamic range
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Do not disturb : psychophysiological correlates of boredom, flow and frustration during VR gaming
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- Conference Paper
- C3
- open access
Online platform voor cognitieve controle training
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- Journal Article
- A1
- open access
Internet gaming disorder as a formative construct : implications for conceptualization and measurement
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Examining the role of (un)conscious determinants in online gambling : complementing the theory of planned behavior with the concept of habit
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Tracing female gamer identity : an empirical study into gender and stereotype threat perceptions
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- Book Chapter
- open access
Envisioning the other : a grounded exploration of social roles in digital game play
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- Conference Paper
- C1
- open access
Testing the effectiveness of digital game-based learning in a corporate context : comparison to a passive e-learning approach
(2017) -
- Conference Paper
- C1
- open access
Determinants of harassment in online multiplayer games
(2017) -
Pre-test influences on the effectiveness of digital-game based learning : a case study of a fire safety game
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'Should I stay or should I go?' : Exploring the determinants of player cessation in MOBA games
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Exploring Playing Motives, Persistence, and Disengagement in Young Children's Active Video Game Play
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Go/Stop : a bottom-up framework to understand young children's engagement with (exercise) video games
(2017) -
A systematic literature review of user performance and user subjective experience determinants of Augmented Reality applications
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Why so serious? A study comparing the cognitive and affective outcomes of arithmetic training with paper exercises and a math game
(2017) -
Children’s Motives to Start, Continue, and Stop Playing Video Games: Confronting Popular Theories with Real-World Observations.
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Performance of four subjective video quality assessment protocols and impact of different rating pre-processing and analysis methods
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Validating the digital games motivation scale for comparative research between countries
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Effect of video lag on laparoscopic surgery : correlation between performance and usability at low latencies
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Scholars’ open debate paper on the World Health Organization ICD-11 Gaming Disorder proposal
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“I play so I am?” A gender study into stereotype perception and genre choice of digital game players
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- Conference Paper
- C1
- open access
‘I am not a gamer’ : an empirical study on women as self-identified digital gamers
(2016) -
Grounding air castles: improvement of measurement to advance the study of problematic, addiction-like behavior
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Development and validation of an instrument for measuring individual motives for playing digital games
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No you cannot! Exploring the longitudinal relationships between parental mediation, parenting style, oppositional defiance, and parental perceptions of problematic (addictive) gaming
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User requirements of a remitted depressed sample for a gamified PASAT as a cognitive control training
(2016) -
Assessing the effectiveness of digital game-based learning: best practices
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Can cardiac activity be modulated by threat effects of female players on performance and challenge perception?
(2016) -
Playing under threat: examining stereotype threat in female game players
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The perceived intra-frame dynamic range in a cinema environment
(2016) -
Perceived intra-frame dynamic range in cinema environments
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- Journal Article
- A1
- open access
A qualitative inquiry into the contextualized parental mediation practices of young children’s digital media use at home
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Validating the Digital Games Motivation Scale for comparative research between countries and sexes
(2016) -
Online games characters, avatars, and identity
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Young people at play: behaviors, motives and social structure
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Towards a conceptual framework for assessing the effectiveness of digital game-based learning
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How to be a gamer! Exploring personal and social indicators of gamer identity
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Determinants of stereoscopic 3D perception in young users: an experimental study
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- Conference Paper
- C1
- open access
Assessing game experience: heart rate variability, in-game behavior and self-report measures
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Cognitive abilities, digital games and arithmetic performance enhancement: a study comparing the effects of a math game and paper exercises
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Validating a standardized procedure for effectiveness assessment: learning English vocabulary through gameplay
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- Conference Paper
- P1
- open access
Pre-test session impact on the effectiveness assessment of a fire safety game
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- Book Chapter
- open access
City Jam wil jongeren al gamend op weg zetten naar een verkeersveilige houding
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- Conference Paper
- C1
- open access
CityJam wil jongeren al gamend op weg zetten naar een verkeersveilige houding
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Comparing apples and oranges? Evidence for pace of action as a confound in research on digital games and aggression
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- Conference Paper
- C3
- open access
Best practices for interdisciplinary research supporting the development of digital games for personal empowerment and social inclusion
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- Journal Article
- A1
- open access
Digital games research: a survey study on an emerging field and its prevalent debates
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- Conference Paper
- C1
- open access
Me, us and them: evaluation of cooperation and competition in a location-based serious game design
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Walkthrough
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Interactivity
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- Conference Paper
- C1
- open access
'I play so I am?': a gender study into stereotype perception and genre choice of digital game players
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- Book Chapter
- open access
Happy together? A gender-comparative study into social practices in digital games
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- Conference Paper
- C1
- open access
Parents and their child, a co-op game or not: outcomes of (in)appropriate parental mediation
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Envisioning the other: a grounded exploration of social roles in digital game play
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Envisioning the other: a grounded exploration of social roles in digital game play
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In pursuit of play: toward a social cognitive understanding of determinants of digital play
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Defining best practices for assessing the effectiveness of digital game-based learning
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Training cognitive abilities with digital games: comparing the effects of a math game and paper exercises
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- Conference Paper
- C1
- open access
Games as adaptive learning tools: an effectiveness study
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- Journal Article
- A1
- open access
Challenging the other: exploring the role of opponent gender in digital game competition for female players
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Self-discrepancy and MMORPGs: testing the moderating effects of avatar identification and pathological gaming in world of Warcraft
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Defining effectiveness of digital game-based learning: a socio-cognitive approach
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- Conference Paper
- P1
- open access
Evaluation of the game development process of a location-based mobile game
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Measuring effectiveness in digital game-based learning: a methodological review
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Improving arithmetic skills through gameplay: assessment of the effectiveness of an educational game in terms of cognitive and affective learning outcomes
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(Multiplayer) gaming around the globe? A comparison of gamer surveys in Four Countries
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The pleasure of being (there?): an explorative study into the effects of presence and identification on the enjoyment of an interactive theatrical performance using omni-directional video
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- Conference Paper
- P1
- open access
Visual quality assessment of H.264/AVC compressed laparoscopic video
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- Conference Paper
- P1
- open access
The development of a free stereopsis test for active shutter displays
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An evaluation of the added value of co-design in the development of an educational game for road safety
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Learning to play, playing to learn: comparing the experiences of adult foreign language learners with off-the-shelf and specialized games for learning German
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Development and validation of a social cognitive motivation scale for playing digital games
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- Conference Paper
- C3
- open access
Avatar identification in serious games : the role of avatar identification in the learning experience of a serious game
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Challenging the other : females' motivations for digital game competition and opponent type
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- Conference Paper
- P1
- open access
Learning math as you play: comparing arithmetic performance enhancement induced by game play and paper exercises
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- Conference Paper
- P1
- open access
A systematic literature review of methodology used to measure effectiveness in digital game-based learning
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- Conference Paper
- C1
- open access
Disciplinary identity of game scholars: an outline
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Tapping into the field of foreign language learning games
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- Journal Article
- A1
- open access
Leaving the third dimension: no measurable evidence for cognitive aftereffects of stereoscopic 3D movies
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- Conference Paper
- C1
- open access
Improving arithmetic skills through an educational game
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Acceptance of game-based learning by secondary school teachers
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- Conference Paper
- P1
- open access
Identifying barriers in telesurgery by studying current team practices in robot-assisted surgery
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- Conference Paper
- P1
- open access
Best practices for deploying digital games for personal empowerment and social inclusion
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- Conference Paper
- C3
- open access
Mapping the field of digital games research : results of a large international survey
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- Conference Paper
- C3
- open access
Effect of video latency on performance and subjective experience in laparoscopic surgery
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Full speed ahead? Evaluating the added value of co‐design in serious game concept development, a case-study on traffic safety
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Effect of knowledge of label system and familiarity with games on behavioral compliance to warning labels
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Envisioning the other: a grounded exploration of social roles in digital game play
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'I dare ya!': an empirical study into digital game competition and gameplay across gender
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Digital games in the classroom? A contextual approach to teachers' adoption intention of digital games in formal education
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- Conference Paper
- C3
- open access
Modding: Ein Labor im Labor für experimentelle Forschung zu digitalen Spielen
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Co-designing interactive content: developing a traffic safety game concept for adolescents
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- Conference Paper
- C1
- open access
In the mind's eyes: no evidence for an effect of stereoscopic 3D on user experience of digital games
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Playing in school or at home? An exploration of the effects of context on educational game experience
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Comparing apples and oranges? A study into the effects of confounding factors in experimental research on digital games and aggression
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Poverty is not a game: behavioral changes and long term effects after playing PING
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- Conference Paper
- C1
- open access
Poverty is not a game: behavioral changes and long term effects after playing PING
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Player identification in online games: validation of a scale for measuring identification in MMOGs
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- Conference Paper
- C3
- open access
Leaving the third dimension: cognitive aftereffects of stereoscopic 3D movies
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State of play of digital games for empowerment and inclusion: a review of the literature and empirical cases
(2012) -
The potential of digital games for empowerment of groups at risk of social and economic exclusion: evidence and opportunity for policy. [1] Report commissioned by the European Commission and prepared by the Institute for Prospective Technologies (IPTS) in collaboration with iMinds.
(2012) -
- Conference Paper
- C3
- open access
Playing at school, learning at home? Exploring the effects of social context on educational game experience
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How social are they? A gender-comparative study into social practices in digital games
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Forbidden or promising fruit? An experimental study into the effects of warning labels on the purchase intention of digital gamers
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- Miscellaneous
- open access
Computerspellen in het onderwijs
(2011) -
- Conference Paper
- C3
- open access
Why girls play digital games: an empirical study into the relations between gender, motivations and genre
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- Conference Paper
- C3
- open access
Evaluating the potential of game-based language learning: an experimental study into the playing and learning experiences of adult foreign language learners
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Doing it themselves! A mixed-method study into the motivations of players to 'create' in the context of gaming
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- Conference Paper
- P1
- open access
Comparing the potential of commercial off-the-shelf and educational games video games for adult foreign language education: an experimental study
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- Conference Paper
- C1
- open access
Self-discrepancy and MMORPGs: testing the moderating effects of avatar identification and pathological gaming in world of warcraft
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Sociaal contact in een MMORPG: een exploratief onderzoek naar de motivaties voor het spelen van World of Warcraft vanuit de Uses & Gratifications benadering
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The pleasure of being (there?): an explorative study into the effects of presence and identification on the enjoyment of an interactive theatrical performance using omni-directional video
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- Conference Paper
- C1
- open access
You are what you play?: a quantitative study into game design preferences across gender and their interaction with gaming habits
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- Conference Paper
- C1
- open access
Girls will be girls : a study into differences in game design preferences across gender and player types
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- Conference Paper
- P1
- open access
Playing in school or at home? An exploration of the effects of context on educational game experience
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- Conference Paper
- C3
- open access
International gaming: comparative survey research on digital gaming
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Understanding computer game culture : the cultural shaping of a new medium
(2010) -
Games en Japanse populaire cultuur
(2010) -
Playing in and with a foreign language: an expert survey on the potential of Serious Games for foreign language learning
(2010) -
Why Girls Play Video Games: a Gender-Comparative Study into the Motivations for and Attitudes towards Playing Video Games
(2010) -
Player Identification in Online Games: Validation of a Scale for Measuring Identification in MMORPGs
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- Conference Paper
- C1
- open access
Poverty Is Not a Game (PING): Demonstration of a Serious Game about the Experience of Being Poor
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- Conference Paper
- C1
- open access
Uncharted Waters? Exploring Experts’ Opinions on the Opportunities and Limitations of Serious Games for Foreign Language Learning.
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- Book Chapter
- open access
Towards a Serious Game Experience Model: Validation, Extension and Adaptation of the GEQ for Use in an Educational Context
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- Conference Paper
- C3
- open access
Serious Games and the Pleasure of Learning: The Whys and How of a Serious Game about Poverty and Social Exclusion
(2010) -
- Conference Paper
- C3
- open access
Playing a Self: an Exploration into the Effect of Avatar Identification on Gamer Ratings of Self, Ideal Self and Avatar Personality in MMORPGs
(2010) -
- Conference Paper
- C1
- open access
'/Y WoW': een exploratief onderzoek naar de motivaties voor het spelen van MMORPG's bij 1691 World of Warcraft spelers
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- Conference Paper
- C1
- open access
Iedereen gamet? Een eerste grootschalig onderzoek naar de groeiende groep casual gamers in Vlaanderen
(2010) -
- Conference Paper
- C1
- open access
'I play, therefore I learn?' Measuring the Evolution of Perceived Learning and Game Experience in the Design Flow of a Serious Game
(2010) p.1-32 -
- Conference Paper
- C1
- open access
Freewheelers, solo- en social competers: een driewegsclassificatie van heavy gamers op basis van een vijfdimensionele gameflow-schaal
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Interactivity and Signification in Head over Heels
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- Journal Article
- A2
- open access
Games and self-imagining, a comparative media perspective
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Informatieve website over gaming
(2009) -
To play or not to play? Een eerste grootschalig onderzoek naar de gamer in Vlaanderen
(2009) -
Dé gamer bestaat niet: een typering van vier gamersegmenten op basis van hun motivatie om te gamen
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- Conference Paper
- C1
- open access
Gamegenres en gamermotivaties: putting two and two together (and making five?)
(2009) -
Opinie: Hoogste tijd voor games van bij ons
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- Journal Article
- A4
- open access
De computergamesector in Vlaanderen: van klein broertje tot volwassen entertainmentindustrie
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Dungeons, Dragons & Numerals: Jan Van Looy’s riposte to Erik Mona
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- Conference Paper
- C1
- open access
Player identification in American McGee’s Alice : a comparative perspective
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E-Poetry between image and performance: a cultural analysis
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Jongeren en gaming: over de effecten van games, nieuwe sociale netwerken en educatieve kansen
(2008) -
- Miscellaneous
- open access
Ze krijgen er niet genoeg van! Jongeren en gaming, een overzichtsstudie
(2008) p.1-202 -
- Miscellaneous
- open access
Game on! We krijgen er niet genoeg van
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Welk verhaal? Het verhaal van en in computergames
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Computergames: een cultuurvorm voor de eenentwintigste eeuw?
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Digitising cultural heritage: the role of interpretation in cultural preservation
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Opinie: Waarom Sinterklaas dit jaar minder computergames brengt
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The promise of perfection: a cultural perspective on the shaping of computer simulation and games
(2006) -
Virtual recentering: computer games and possible worlds theory
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Jan Van Looy Responds to Simon Penny
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Authoring on top of a Learning Object Repository: the Galatea-Ariadne case
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Orientation: a look at the academic literature on new media and and electronic literature
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Literatuur en nieuwe media
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Frontiers of the boundless: a reconnaissance of hypertext structures in electronic literature
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Uneasy lies the head that wears a crown: interactivity and signification in head over heels
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Digital Marx: Manovich's new language of media
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One Must Be Calm and Laugh: Geoff Ryman’s Web Novel 253 as a Hypertextual Contemplation on Modernity
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Close Reading Electronic Literature
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Close Reading New Media: Analyzing Electronic Literature
(2003) -
23 reasons not to read We Descend by Bill Bly
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Nicolaes Cleynaerts (1493-1542): de merkwaardige reisavonturen van een 16de eeuwse humanist, arabist en islamkundige
(2002) -
Cybertext on the web: hypertext vs. database
(2001) -
Gedeeld verleden
(2001) 2. -
Mercator
(2001) 4. -
Galatea: Building Visual and Interactive Course Material Online
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Antwerp: from economic capital of the Netherlands to world famous art centre. The legacy of Nikolaas Rockox.
(2000) -
Hope for Empowerment, Fear of Control
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Shakespeares Globe: patrimonium of pandemonium